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Re: AIMNAS WF2012 Part 10[message #299267]
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Fri, 17 February 2012 21:53
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Dyson |
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Messages:204
Registered:December 2008 |
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Very often I get interupts but can't see the enemy. In most cases the enemy is some tiles beyound my vision range. This happens often with lowered weapon. When I raise the weapon, I cann see them. Does the game take the range of the (lowered) weapon to calculate the interuption? ISM-V-R on the weapon and nightvision googles IIB.
Alex is right, I like especially the maps with farms on it. Great idea to make 2 or three farms with fields between.
Only thing is, you have to spend more time to search everything and while doing that, ther mercs will often get exhaustet. You have to wait in tactical screen (if you don't have enough canteens with you). While time crompression, the regeneration of stamina is much slower.
Interesting thing is, the enemy tries to flank you. I try to have my mercs relativly close together. It looks like, the enemy is trying to avoid direct attack, if you fire back enough, the they try to go around. In the big maps, thats more interesting.
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Sergeant 1st Class
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Re: AIMNAS WF2012 Part 10[message #299272]
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Sat, 18 February 2012 00:15
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DaFranker |
Messages:2
Registered:May 2008 |
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As Alex_SPB said, NCTH + longer sight/weapon ranges + Big Maps makes the experience take a whole new turn. The balance of the game is completely different, and to me more fun to play (though how much the 'novelty factor' comes into play here is hard to tell). My ranges aren't quite as high as Alex's, but now I'm eager to try it at those values and perhaps higher. My NCTH values are also mostly a hackjob, since I pretty much winmerged everything I could find at some point.
I also usually play with slightly increased movement speeds (or rather, reduced movement costs), so for the hell of it here I approximately halved the values I normally use there, and that too completely changed the dynamics of the game. I feel like with more work in this direction, the game could finally feel like one tile is one square meter. If that happens, then someone would have to change that silly thing in the code.
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Civilian
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Re: AIMNAS WF2012 Part 10[message #299366]
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Sat, 18 February 2012 23:19
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DaFranker |
Messages:2
Registered:May 2008 |
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Psycho:
I personally play a frankensteined game using AIMNAS v26 as the starting point for datafiles, the latest HAM5.5 exe, Arulco Revisited stuff (mostly for the maps), and a hackjob NCTH setup right now. It's still loads of fun despite all the patchwork, and most relevant to your question/issue, I'm using AR maps instead of v26 maps with no issue (well, none that are important/relevant to me so far compared to the fun I get from it). Note that you'll have to change the starting position entry in the .ini if you use AIMNAS .ini files as a base, otherwise the game will crash when trying to fly in your mercs at the start of the game.
I really wish XML lists were switched to string indexes though, instead of numbered indexes as they are right now. It would make all my frankenstein-building and hacking so much easier.
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Civilian
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Re: AIMNAS WF2012 Part 10[message #299385]
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Sun, 19 February 2012 06:24
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Psycho1976Hi there.
with the two different versions (v21 and v26) I am a tad confused. Is it so that you cannot use v26 and the smaller, normal maps? Personally I love aimnas, but not the idea of bigger maps (quests not working to my knowledge, hate to look for the last few enemies...)
Your work is outstanding so I'd hate to lose access to it if it is from now on big maps only.
Version 26 is not Completely compatible with Version 21 due to various reasons. You could take the additional items and add them to Version 21 if you wanted, although; if you wanted to have them appear in enemy drops, maps, and/or Bobby Ray's Guns and Things, you would have to manually edit them in via XMLs.
@DaFranker
Welcome to the PIT.
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Re: AIMNAS WF2012 Part 10[message #299933]
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Wed, 22 February 2012 16:45
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henniheine |
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Messages:13
Registered:May 2011 |
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I have/had the same problem. I switched to the latest official Release."JA2_113_FullRelease_German_4870". There is no problem with the car in Omerta. (Other cars not tested).
[Updated on: Wed, 22 February 2012 16:47] by Moderator Report message to a moderator
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Private
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Re: AIMNAS WF2012 Part 10[message #300283]
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Sat, 25 February 2012 09:31
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henniheine |
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Messages:13
Registered:May 2011 |
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DysonAfter all, I made a new installation. Changed the vehicles.xml. Entered A10 and got a freeze. Alt+x then started again and finally the Jeep wasn't hostile anymore. Have really no idea, where the bug was.
Thanks for all advices. It works for me too. Without a freeze / crash. Simply installed it completely new. Then changed vehicles.xml and it works.
Short question about new 1.13 Version. How does that work: Quote:Wanted to try out the new features like walking_with_weapon_raised and the new save/load option.
[Updated on: Sat, 25 February 2012 09:31] by Moderator Report message to a moderator
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Private
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Re: AIMNAS WF2012 Part 10[message #300494]
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Tue, 28 February 2012 13:37
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Foxd1e |
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Messages:32
Registered:February 2012 Location: US |
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I am having problems using some of the new features in more recent AIMNAS versions.
Could someone who is comfortable with AIMNAS please tell me:
How to switch between Retracted and Normal versions on a Weapon with a Retractable stock? I can't see to figure out how to switch between them like Smeagol's pictures show. I can switch between Fixed, Folding, and Retractable Stocks comfortably. I just can't seem to switch between the modes of each individual stock per se.
This next problem pretty much goes hand in hand with the previous. With the Two special Grips attachments, The Kel Tec FG/BP and the Grippod FG/BP I also can't seem to get them to switch between modes. Again I have no problems switching between a Regular Bipod and Regular Foregrip. I just can't seem to switch the Kel Tec's and Grippod's mode, the description makes it seem so easy.
The Item ID's for the Grips I am referring to are:
2547 A. - Foregrip, Kel Tec FG
2548 A. - Foregrip, Kel Tec BP
947 A. - Foregrip, Grippod FG
948 A. - Foregrip, Grippod BP
Now if the simple answer is "You can't, you have to have both items in your inventory to switch between them." Then I ask what is the point of having these special "Merged" Foregrips at all if you still have to carry a bipod and foregrip in your inventory. Also if that is the case then the Bipod versions (2548 & 948) would be considerably harder to obtain as they aren't for sale anywhere, making the combo even more pointless.
[Updated on: Tue, 28 February 2012 13:44] by Moderator Report message to a moderator
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Private 1st Class
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